A pitch is a professional introduction, so put your best foot forward. And make sure your pitches are fully proofread. A series of bullet points on your game’s most exciting and marketable features are almost always more useful than several paragraphs of story details.Įxperiment with layouts, subheadings and headings with a focus on visual appeal and navigability. The clearer your message is, the easier it is for influencers and the press to cover it, too.Įven when attending in person, sending pitch emails in sync with industry events, like Reboot Develop or DevGAMM, can create new opportunities to network with potential partners, removing the need to corner someone in an elevator. That initial pitch serves as the icebreaker, and more detailed discussion can happen once you’ve got your target’s attention. While some games require more explanation, the shorter and more concise you are, the better. Research who you’re reaching out to and their company’s portfolio, and let them know why your game would be a good fit. Even something as small as an actively maintained Twitter spotlights mindful marketing. Provide links to any official sites or store pages highlighting your online presence. Links to short YouTube videos or even TikToks help a lot. Keep it under 3.5 MB and insert it into the email body, so it’ll play immediately when checked via phone or desktop.Įmails also allow linking to clips. To instantly grab attention, make an eye-catching gameplay GIF your opener. If I were to pitch something like Post Void, I’d emphasize its speed: “A roguelike FPS that takes ten minutes to play, days to master.” Does this apply when pitching via email? Unless your game can compete well with both, it’s an unflattering statement. “It’s a retro FPS inspired by Doom” means that a prospective publisher will compare it to both the '90s originals and its recent peers. With a more straightforward game, comparisons may become a liability. Here hybridization is the key selling point. Individually, those components might pale next to their inspirations, but together they create a unique mix of familiar elements. My company's own Streets Of Rogue goes as far as using the description “a mix of Nuclear Throne and Deus Ex combined with the anarchy of GTA” on its store page. It’s useful to have points of reference for publishers and investors to hang onto, but be careful not to invite comparisons to games that yours can't stack up against. The city is already on the verge of chaos, and you're dropped into the middle, a match in a powder keg.Referencing other games can be a double-edged sword. It's not any sort of city you'll recognise: gang members roam the streets, office drones threaten naked people walking in off the street and slavers publicly tout their wares in giant cages. So, as I was saying, Streets of Rogue is a rogue-lite, but instead of going around a dungeon twatting folks, you're in a procedurally generated city. It's not particularly polished, and it's got a lot of rough edges, but I couldn't stop playing it. In fact, Streets of Rogue is fun in a way I haven't seen in games in a long time. A single paragraph on the website suggests the game takes inspiration from Binding of Isaac, Nuclear Throne and Deus Ex.īut, this first alpha is open for everyone to play, so I thought why not, if it sucks I can just get back to playing Rainbow Six Siege forever. It's an open alpha of a rogue-lite with a pun name for a title, and it takes inspiration from a mass of different sources. Streets of Rogue is, at first glance, everything I hate.
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